Abilities and effects
How to build abilities on your sim's website, give them to characters, attach effects and statuses, write the formulas they roll, and test them.
For staffAbilities are what characters do in a fight, from a sword swing to a healing spell. You build them on your sim’s website, attach effects and statuses, and give them to classes, races, perks and items. Use this guide when you add an ability or work out why one misbehaves.
Where it lives
- Game Design › Abilities › Abilities: every ability, what it does and who has it. Search by name, description or #id.
- Game Design › Abilities › Formulas: the formulas abilities roll.
- Game Design › Combat & effects › Effects: behaviours, the ready-made effects an ability can carry. Timed effects and Effect reference sit beside it.
Admins can look at abilities. Changing them needs a role with permission to edit abilities.
Build an ability
- Press New ability, name it and press Add. Or open a similar ability and press Copy. A copy has the effects and statuses but not who has it, so rename it.
- Work down the sections. Some fields only show once the switch above them is on.
- Press Save. Effects and statuses save as you add them.
- Give it to a class, race, perk or item.
- Test it.
The save is refused if Automatic hits is more than Attack rolls per target, or Minimum range is beyond Maximum range.
The fields
| Section | Field | What it does |
|---|---|---|
| Basics | Usable in combat | Off: never offered in a fight. |
| Targeting | Who it targets | Only other targets, Self or others or Only themselves. |
| Which team | Either team, The other team or Their own team. | |
| How many targets | How many it can target. | |
| Range type | Melee, ranged or both. Cover and weapon quirks go by it. | |
| Costs and timing | Energy cost | Energy, or Action Points where the game system uses Energy as AP. |
| HP cost, Mana cost | Paid by the user. | |
| Cooldown (turns) | 0 is none. | |
| AP shown on item pages | Display only. | |
| Ends the user’s turn | The turn ends once it’s used. | |
| Rolling to hit | Rolls to hit | Off: it always hits. |
| Attack formula, Defence formula | The user rolls the attack, the target rolls the defence. | |
| Attack rolls per target, Automatic hits | Each hit deals the damage. Automatic hits land without a roll. | |
| Can be blocked | The target is offered a block reaction. | |
| Saving throw (stat) | With Saving Throws on, the target saves instead. | |
| Critical hits and fumbles | Crit %, Fumble % | The top or bottom of the roll. |
| On a crit, On a fumble | A behaviour, such as double damage or a miss. | |
| Damage on a crit | Used in place of the damage formula. | |
| Damage | Damage formula, Damage type | What it deals, and its type. |
| Armour penetration | Normal, Pierce, Rend, True or Arcane, where the game system uses Armor. | |
| Ignores barriers, Ignores barrier DR, Ignores DR | Skips a barrier, makes a barrier take the raw hit before DR, or skips damage reduction. | |
| Healing | Healing formula | Or Heals by the damage it dealt. |
| Reaction | It’s a reaction | Offered when someone attacks. Then Blocks all the damage or The user takes the hit instead. |
| Area | Radius (m) | 0 is not an area. Also Shape, Max throw range, Lasts (rounds) and who a lasting area hits. |
| Weapon | Range bands, quirks, Needs a Charge | Need the game system’s Range Bands and Weapon Quirks. |
| Targets | Every opponent in range, everyone in range, or you and your allies. |
An attack hits when it beats the defence. A tie misses unless your game system has Ties Hit (Defence Roll) on.
Watch out: Always set a Damage type. A hit with None skips damage reduction and armour altogether.
How abilities reach characters
- Everyone: Everyone’s abilities on Game Design › Characters › Base values.
- Class: the class’s Abilities, each from a level.
- Race: the race’s Abilities.
- Perk: the perk’s Gives abilities, from a rank.
- Item: the Abilities list in the item editor, for a weapon’s attacks or what a Cast Ability item casts. Equipped items’ abilities count.
- One character: an ability given to them directly.
Professions don’t give abilities. Who has it, on the ability’s page, lists everyone, classes, races, items and characters, but not perks. To check one character, open their page: the Abilities card on the Stats & skills tab lists every ability they can use. You can’t delete an ability while anything gives it.
Effects
Effects on an ability
Press Add an effect. On is The target (each hit) or The user (once). Then pick a Behaviour, or leave it at None and pick a Category and the Turns it lasts:
- Damage Over Time and Heal Over Time: How much is Ability Output (the ability’s own damage or healing formula), Formula or Flat Value.
- Stat Buff and Stat Debuff: a Stat and how much.
- Utility categories, such as No Damage, No Dots Effects, No Debuff Effects, Remove All Debuffs and Remove All Dots.
An attack made while sneaking doesn’t put effects on others, and nor does a hit the target saved against.
Behaviours
Game Design › Combat & effects › Effects lists behaviours by category, such as Double Damage, Bleed, Fortify, Stun, Life Drain, Damage Immunity, Purge Debuffs, Thorns and Hard Shield. Open one to see its settings for each game system, and press Edit to change the numbers, such as the amount and turns. Fields under Not read by the game yet do nothing. A game system with no settings of its own borrows another’s, and the page names the ones that get nothing. New behaviours arrive with updates.
Statuses
Statuses it inflicts adds stacking conditions such as Bleeding, Burning and Maimed, with Stacks, For every hit and Hits needed. They need Weapon Statuses on for the game system. Statuses last for the fight and most lose stacks at the end of the holder’s turn.
Timed effects
A timed effect sets stats while a character carries it. Only “set to” lines change stats. In-world crystals give effect #1.
How effects stack
- The same effect from the same ability on the same target adds its turns to the one already there. Its strength doesn’t double.
- The same behaviour again on the same target in the same fight adds its turns too.
- Effects from different abilities are separate, and all of them apply.
- Barriers don’t stack. A new barrier replaces the old one only if it’s bigger than what’s left of it.
- Statuses add stacks up to each status’s most.
Damage reduction and healing
A hit with a damage type loses, in order, DR, the flat stat for its type (PDRF Physical, MDRF Magical, RDRF Ranged), DRP percent, then the percent for its type (PDRP, MDRP, RDRP). It never goes below 0, and the game system’s Minimum damage per hit applies after. Damage over time isn’t reduced. A barrier takes what’s left after DR, unless its settings have the shield take the raw hit first. Thorns sends damage back through the attacker’s own DR.
Healing loses HR, then HRP percent, then gains HB, then HBP percent. A healer of lower level than the target heals 5% less for each level between them, down to half.
These stats only work if your Stats list has them.
Formulas
On Formulas, press New formula and give it a Name, a Description and the Formula, up to 255 characters. Once you save a change, everything using the formula rolls the new version, and Used by lists what that is. You can’t delete a formula while something uses it.
A formula can hold:
- Dice in square brackets:
[3d6].[MEDd4]rolls as many d4s as the character’sMED. - Dice options after a colon:
[1d20:advantage],[1d20:disadvantage],[2d6:max],[2d6:min],[1d6:+2]. - Stat and skill codes as written on Stats and Skills, and
lvlfor the character’s level. - Numbers,
+ - * /, brackets, andfloor,ceil,round,min,max,absandsqrt.
For example, [3d6]+floor(DEX/2) or 8+min(floor(AGI/2),3). A formula is rolled for whoever it belongs to: the user for attack and damage, the target for defence. A word that isn’t a stat, skill or function breaks the formula.
Tip: Codes are case sensitive.
dexisn’tDEX, so copy codes from the Stats list.
Test it
- In the formula editor, use Try it. Pick a character under Roll as, or leave it blank for your active character, and press Roll. You see the result, the dice, the bonus and every stat it read.
- On the ability, Test its formulas has a button for each formula it uses: Attack, Defence, Damage, Crit damage, Charged damage and Healing.
- Give the ability to a test character, check their Abilities card, and use it in a practice fight.